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TMC Player Reviews: Cthulhumud


Review Submitted By: Dagon
Author Status: Player
Started on Cthulhumud: off and on for 6 months
Submission Date: Jun 20, 2003
TMC Listing: Cthulhumud

The following review is the opinion of the review's author [Dagon] and in no way represents the opinions of this website or its staff.

As for a mud it stands on its own merit. As for playability
lets say it stinks. Now why would it stink you ask? It is this:
1. Lack of thought-out help files
2. Players that think they can do anything to anyone.
3. Imms that will play favorites.
4. Quests that have little to no meaning to anything at all.
5. Deeds that make no real sense at all.
6. Newbie friendly it is, but user friendly (NO)
7. No straight answers from most of the older players.
8. Belittling people for asking questions of the simplest kind.
9. The spells are not well thought out, but that is to be expected.
10.Not enough areas for people of 100 - 300 to level at or mobs.

As to why it is a good place to play:

1. Some players and Imms are very helpful and they do tend to try
   to help because they want to see you make it.
2. Skills and char creation are well thought out.
3. Losely based on H.P.Lovecraft (nuff said)
4. Some interesting areas with a nice finshed look.
5. Roleplay or in truth a try to rp game but not much rp.

Please understand this is a nice game but the bad apples
do make the game a bit rough. When straight forward cheats
like equipment sharing of a char that is deleting to that
same persons alt is allowed, and the imms say it is normal 
for a high level char to give out items like two rings of
talent and such to a newbie then that is a problem. 
On the other hand the big players tend to do a lot to help
new people out. This is a good game with that case of a few
bad apple spoiling the barrel.

Overall it is well run but it does need some tweaks to give
it a truly unique flavor.

This is in my personal opinion and it is no way connected to 
anyone else. I have seen big players go so far as to summon an imm
and make them mortal and kill them for fun. Now I know that this 
is a very small group of people that do this, but left like it is 
it has made the fun of the mud almost to a point of new people 
wanting to leave. 

Submit Comments About this Review


Comment Submitted By: Hugo
Author Status: Player and staff member
Started on Cthulhumud: 1998
Submission Date: Jul 16, 2003

(The following review comment is the opinion of the comment's author [Hugo] and in no way represents the opinions of this website or its staff).

I just wanted to note that while the assessment is otherwise accurate
(as it probably would be for any given MUD), there's one gross
injustice. The questing system is excellent -and it doesn't mean
quests like 'kill player X'. It means quests like trying to solve a
murder, finding and demolishing an esoteric cult, finding the way to
other planes of existence, various race- and profession (class)
specific quests and areas basically built around quests. That system
alone is worth taking the time for. The other parts, well, you need to
judge for yourself, but the cliques tended to be a bit worse on CM
than any other MUD I've frequented. There should be plenty of helpful
people around, though, if one remembers to be nice. And to clarify my
position (these reviews are always oh-so objective), I used to play
and Imm around the place, until it started getting on my nerves, so I
haven't frequented the place for about two years now.

Comment Submitted By: aemilia
Author Status: Player
Started on Cthulhumud: four years ago
Submission Date: Apr 24, 2004

(The following review comment is the opinion of the comment's author [aemilia] and in no way represents the opinions of this website or its staff).

A bit of balance to the list of why nots. Helpfiles are not just 
found under help, research and spell commands exist to look into 
those skills and spells that exist.

Where there's a player out there that can approach you, you will 
find scarier things just standing in some places. The players 
that may impede your progress will also teach, fund, equip and 
many other things the npc's can't do.

Favoritism, works in reverse too. They may give you 
something but it will probably cost. Favoritism is also something
that can be found prev2alent over time as people spend ages together, 
though the owner of the mud is known for being particulary partial 
to newbies and the treatment of new players.  

Deeds are linked to professions often, so for instance you want 
to be a druid? go talk to the druid, note his lifestyle 
and what he asks for.

I'm often guilty of not spoonfeeding an answer, so that when
the person asking is prodded with suggestions or vagueness 
they have that feeling of I did this, not well she did it but 
I did exactly what she said. And yes, I have a wicked tongue so
if someone asks what they should do when they get hungry,
I'm going to answer, eat something nine times out of ten.

I kind of like having 242 spells at my fingertips instead of 
10 well thought out ones? Not sure how much more could be put 
into them and their uses.

More zones got added in. Other zones have existed and been 
overlooked. But I do understand that every mud out there has flaws
and no mud is really the ultimate mud for everyone.